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source/renderer/PostprocManager.h
Show First 20 Lines • Show All 68 Lines • ▼ Show 20 Lines | void CaptureRenderOutput( | ||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext); | Renderer::Backend::IDeviceCommandContext* deviceCommandContext); | ||||
// First renders blur textures, then calls ApplyEffect for each effect pass, | // First renders blur textures, then calls ApplyEffect for each effect pass, | ||||
// ping-ponging the buffers at each step. | // ping-ponging the buffers at each step. | ||||
// @note CPostprocManager must be initialized first | // @note CPostprocManager must be initialized first | ||||
void ApplyPostproc( | void ApplyPostproc( | ||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext); | Renderer::Backend::IDeviceCommandContext* deviceCommandContext); | ||||
// Blits the final postprocessed texture to the system framebuffer. The system framebuffer | // Blits the final postprocessed texture to the system framebuffer. The system | ||||
// is selected as the output buffer. Should be called before silhouette rendering. | // framebuffer is selected as the output buffer. Should be called before | ||||
// silhouette rendering. | |||||
// @note CPostprocManager must be initialized first | // @note CPostprocManager must be initialized first | ||||
void ReleaseRenderOutput(Renderer::Backend::IDeviceCommandContext* deviceCommandContext); | void ReleaseRenderOutput( | ||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, | |||||
Renderer::Backend::IFramebuffer* destination); | |||||
// Returns true if we render main scene in the MSAA framebuffer. | // Returns true if we render main scene in the MSAA framebuffer. | ||||
bool IsMultisampleEnabled() const; | bool IsMultisampleEnabled() const; | ||||
// Resolves the MSAA framebuffer into the regular one. | // Resolves the MSAA framebuffer into the regular one. | ||||
void ResolveMultisampleFramebuffer( | void ResolveMultisampleFramebuffer( | ||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext); | Renderer::Backend::IDeviceCommandContext* deviceCommandContext); | ||||
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Wildfire Games · Phabricator